Hound of Xoriat Walkthrough
General Map:  Below you will find a map, showing the zone in point, the portals are, various party members should be, where to cast your CC, and the Mind Flayer Spawn points.

 

General Information:

Intimidate is a DC of 58 (On Normal)

To get ZZ on a 1 as a any Race other than Halfling, you need a 69 Intimidate
To get ZZ on a 1 as a Halfling, you need a 73 Intimidate

Reflex Saves:
Bees: DC check falls between 39 and 43
Pollinated: Unknown
Acid Breath: DC check falls between 32 and 34 (Fail on 31, Saved on 34)

Fortitude Saves:
Horrid Wilting: Saved on a 43 could be lower.

Mob Spawns:
3 spawning at the middle portal, 1 at the north, 1 at the south, all at the same time, all renders.

The left side spawns slower & less mobs than the right. Typically 2 Melee & 1 caster can handle this side.

Beholders spawn in the NE, NW, SE, SW corners.  They typically spawn when ZZ is at 50% health. This I believe is based on how long you have been in the quest, and not ZZ's actual health. If you do no damage to her, the beholders will still eventually spawn. A good judgment mark on how well your group is doing, is to check ZZ's health when the beholders first spawn, if you are at 50% or lower, you are in good shape, if you only have 1/4 of her health down...you are most likely going to fail...

Stones (Only thing capable of charming the puppies):
You get 4 at the beginning (2 from the left, 2 from the right), and the next set of mind flayers will not start spawning until a bit after the first set of charmed puppies come uncharmed.

Healers:
Bring 50 Heal Mass Moderate Scrolls, 50 Heal Scrolls, and a Major Mneumonic or two just in case.  When healing the puppies, alternate between a spell pool driven mass heal, and the mass moderate scrolls.  Use a heal scroll on the puppy taking the brunt of the damage if this isn't cutting it.

Intim Tank:
If your intim is not high enough, a clickie of solid fog will work in getting her aggro on you.  Bee's are piercing damage, Bramblecasters or something similiar with Spearblock on it will help in mitigating the damage from Bees.

Base Group:
2 Clerics
1 Healing Bard
1 Intimidator
2 Casters
6 Other Heavy DPS


Buffs Needed (NOT Extended)
Clerical:
Acid Resist
Mass
Shield of Faith
Mass Spell Resist
Mass Aid
Mass Protection from Elements
Magic Circle Against Evil
Recitation
Prayer
Death Pact
Mass Bulls Strength
Mass Bears Endurance

Caster/Bard:

Blur
Greater Heroism
Haste

Bard Specific:
Inspire Heroics (On Main Tank if you have)
Inspire Competence (On Main Tank if you have)
Inspire Courage
Inspire Greatness
Haste

Ranger Buffs:
Barkskin

Puppy Buffs:
Haste
All bards song except inspired competance
Blur
Mass bulls
Mass bears
Mass cats
Mass pot from evil yes this does work i think it funny
Stone skin
Mass shield of faith
Mass aid


Crowd Control/Debuff Spells:
Solid Fog - (On Portals)
Acid Fog - (On Portals)
Cloud Kill - (On Portals)
 

Weapons To Use:
Vorpals - (Renders, Mind Flayers)
Wounding of Puncturing - (Renders, Mind Flayers)
Weakening of Enfeebling - (Beholders)
Mineral II or an equivalent Transmuting weapon for ZZ & Beholders



Strategy:  (The party makeup is general, and the split groups can vary)

Prior to zoning into the Raid, the leader will split up groups.  2 Patrol groups, 1 Primary Central
, 2 Stone collectors (1 for each side)

Typical Split:
Primary Center - 1 Cleric, 1 Intim
Left Patrol - 1 Bard, 1 Caster, 2 DPS (Collector is usually the Bard)
Right Patrol - 1 Cleric, 1 Caster, 4 DPS (Collector is usually the Caster)


Zone in, and do not move.  Moving too much will trigger the start of the raid.  Buff up.  Main Intim tank should be the only one with Resists, the rest of the party with Blur, GH, Bard songs, and Mass Clerical Buffs.  Clerics, do not forget your death pact.  Haste up, and the Intim Tank Heads to the center, while the left and right groups head out to their patrol sides.  The center cleric should hold back and wait until the Intim tank has solid aggro on ZZ.  Once they have solid aggro and are in position, move to your position in the center.  Use heal scrolls on the main tank until the puppies are charmed.  Intim Tank, if you get Bee's, let the cleric know, they will have to up the healing pretty drastically to keep you alive.  A note for the central tank, if your intim is not high enough, use a clickie like solid fog on ZZ, this will get you her aggro solidly so it will not switch to the cleric.

If a puppy gets out of the Center, the intim tank will let the party know.  DO NOT KILL THE PUPPIES.  If you have the aggro of a puppy out of the center, bring it back into the center, and get it close enough to the intim tank so they can pull it off of you with their Intimidate.  Please note, DO NOT STAND IN FRONT OF ZZ when doing this.  ZZ will hit you with Bee's, and you will die.  After the tank has the aggro, head back to your patrol side.

Casters should be setting up CC Clouds on their respective patrol sides only, 1 on each of the 3 portals, and sometimes 2 on the center one.  Extend these so you don't have to run so much.  NO CC SHOULD BE ON THE NORTH CENTER, OR SOUTH CENTER PORTALS.

2 Mind Flayers will spawn on each side.  A pair on the left, and a pair on the right.  Upon killing them, they drop a Stone.  Only the collectors should be picking these up.  Nobody else on the patrol should touch them.  As soon as both the left and right collectors each have 2 Stones, they head into the center.  Be aware of your aggro, if you have a Render on you, do not come in until your patrol can pull it off of you.  Meet in the middle when you are certain you have no aggro.  The Right collector, should pass their 2 stones to the Bard (Left Collector).  After the right collector is done passing their stones, head back to the right patrol side.  Only 1 person should ever charm the puppies.  If two are doing it, there is a chance you will negate the charm so it never happens.  To charm the puppies, put the stones in your hotbar, like you were going to use a wand.  Con the puppy, and hit the stone, it will charm.  Charm all 3 puppies first before you start buffing.  (NOTE) Clear the top slots of the first tab of your inventory when you zone in, it makes finding the stones you pick up easier

Charms will last for exactly 3 minutes.  Hit the puppies with Haste first, then start up your songs.  After your buffs are done, stay in the middle, and help the Cleric heal the puppy with the primary aggro, the one taking the most damage, use nothing but heal scrolls on them.

The center cleric should be hitting the puppies with Mass Bulls, and Mass Bears, and start concentrating on healing the puppies only.  When healing the puppies, alternate between a spell pool driven mass heal, and the mass moderate scrolls.  Use a heal scroll or a Heal from spell points on the puppy taking the brunt of the damage if this isn't cutting it.

Intim Tank, as soon as all 3 puppies are charmed, stop intiming, and let ZZ's aggro shift to the puppies.  As soon as it does, get away from ZZ, and protect the Healer & Bard from any stray Renders that make it to the center.

Now its a wait game, the left and right patrols need to keep killing all mobs that spawn as fast as possible.  The centers job is to keep the charmed puppies alive, at all cost.  Within 5 minutes, you should get the mark to Kill ZZ.

Once the DM states "Its now time to strike", IF, AND ONLY IF, YOU DON'T HAVE AGGRO OF ANY TRASH MOBS, head into the center, and kill ZZ. 

Typical Completion Time, 5-8 Minutes, any longer than this and you are going to die.